[OTTD] Toch's Screenshots

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Toch
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Re: [OTTD] Toch's Screenshots

Post by Toch »

Continue....
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Manetin.png
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Toch
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Re: [OTTD] Toch's Screenshots

Post by Toch »

Now screnes of stations servising Liberec factory.

1st Oil fields located on Red Island (it is really expensive, but blue island doesnt have oil so far), oil is transported by Tanker to Manetín Oil rafinery

2nd Manetín rafinery is producing refined products from oil.

3rd Far from town of Ceske Zatanolupy (to prevent polluting of air) builded chemical plant, producing dyes wich is tranported to Liberec Factory
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2nd
Manetin_rafinery.png (392.93 KiB) Viewed 3824 times
3rd
3rd
Zatanolupy_plant.png (450.85 KiB) Viewed 3817 times
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Ameecher
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Re: [OTTD] Toch's Screenshots

Post by Ameecher »

You seem to have got diagonal build on slopes and I'm curious to where you got these from.

I refer to the ones in your oil refinery shot.
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Re: [OTTD] Toch's Screenshots

Post by Toch »

It is litlle trick :) i have redraw sprites of maglev tracks with empty platform. thats why are hedges around.
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Re: [OTTD] Toch's Screenshots

Post by mart3p »

I was also wondering about those sprites. :) The fact that they are maglev tracks also explains why ISR is showing a double buffer here:
maglev trick.png
maglev trick.png (12.77 KiB) Viewed 3682 times
It detects your maglev sprite as a connected track. I'll have to change the buffers so they only respond to connecting tracks of the same rail type. ;)
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Re: [OTTD] Toch's Screenshots

Post by Toch »

It would be great mart3p.
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Re: [OTTD] Toch's Screenshots

Post by Aegir »

That's a slick trick, Toch. Very slick.

I'd be in love if we could have this as a general building tool, rather than wiping out an entire track mode. Bare grass could be laid beside tracks to make fake cuttings in the hillside, etc. etc. Although, in OpenTTD, shouldn't it be possible to use the remaining slot of either maglev/monorail that TTDPatch NewGRF set's can't use? Would need a dummy vehicle to allow the building mode to still be selected though, methinks.

That is awesome Toch, I can't get over how pleased I am to see you using that in your screen shots, I like seeing something new :).
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Re: [OTTD] Toch's Screenshots

Post by michael blunck »

In TTDPatch, it´s perfectly feasible to have station tiles drawn the way you like (plain, inclined, special foundation, ...), according to the z-coordinates of own and/or neighbouring tile(s).

And this has been done, BTW. 8)

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Re: [OTTD] Toch's Screenshots

Post by Aegir »

However, you still can't build a station tile on certain shoreline corners, Toch's interesting little solution gets around this.
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Re: [OTTD] Toch's Screenshots

Post by michael blunck »

Aegir wrote:However, you still can't build a station tile on certain shoreline corners, Toch's interesting little solution gets around this.
Well, you can. At least in all cases where you´re allowed to place a track tile, you may place a station tile, depending on orientation.

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Re: [OTTD] Toch's Screenshots

Post by Aegir »

Now bear in mind, I am cheating, this is OpenTTD, but as I remember TTDPatch behaved just the same last time I used it.

If this is something that can be thwarted by newgrf, I'd love a shove in the right direction.
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Currently working under the name 'reldred' on Github, and Discord.
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.

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Re: [OTTD] Toch's Screenshots

Post by michael blunck »

Aegir wrote:[...]If this is something that can be thwarted by newgrf, I'd love a shove in the right direction.
Well, I wrote:
mb wrote:At least in all cases where you´re allowed to place a track tile, you may place a station tile, depending on orientation.
Obviously, in your case you can´t place a track tile, neither in x- nor in y-orientation.

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Re: [OTTD] Toch's Screenshots

Post by Aegir »

Ahh, you should have mentioned specifically X or Y direction beforehand ;). You were quite open to misinterpretation there.

Anyways, I'm over it. We have rivers, but that's NOT ENOUGH. I want MOAR landscaping tools!
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Re: [OTTD] Toch's Screenshots

Post by Toch »

Now screenes of Glass service to Liberec factory.

1st "Ctyr kolak" with six lowsidewagons bringing sand into Sedlec glass works.

2nd Another "Ctyr kolak" with coal taking to same glassworks.

3rd Sedlec Glassworks, from here is glass taken by "Panter" to Liberec factory
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1st
sand1.png (199.25 KiB) Viewed 3530 times
2nd
2nd
coal1.png (287.7 KiB) Viewed 3525 times
3rd
3rd
sedlec_glass.png (289.13 KiB) Viewed 3521 times
Last edited by Toch on 07 Jul 2008 15:34, edited 1 time in total.
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Re: [OTTD] Toch's Screenshots

Post by Toch »

Now steel mill servis

1st Coal mine serviced by "ctyr kolak"

2nd Ore mine

3rd Tachanolupy Steel Mill (with extra platform build for future use), producing steel wich is taken by first electric train to Liberec factory.
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1st
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2nd
2nd
ore1.png (194.15 KiB) Viewed 3506 times
3rd
3rd
iron1.png (583.58 KiB) Viewed 1127 times
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Re: [OTTD] Toch's Screenshots

Post by Badger »

Ooooo, I like that last one a lot!
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Re: [OTTD] Toch's Screenshots

Post by Toch »

Thx Badger, it nice to hear from someone like you 8)
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Re: [OTTD] Toch's Screenshots

Post by michael blunck »

Toch wrote:Thx Badger, it nice to hear from someone like you
Well then, my 2cc.

I´m beginning to hate that yellow childish-looking crane which closely reminds to the building crane in original TTD and can be found on nearly every picture these days. Time to remove it from whichever set, IMO. :?

Another point which doesn´t please me is the difference in scale between the storage sheds and the sheds of the mine (apart from the different drawing styles, o/c).

But that´s the price of mixing sets ... 8)

Other than that, composition generally looks good.

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Re: [OTTD] Toch's Screenshots

Post by Toch »

Thx for posting Michael

With your opinion about childish-looking crane, i have to disagree cos i a quit like it, but if you doesnt i will try to reduce it 8)

And about scale topic, i thing it is general (O)TTD problem, even in original grafic, were unrealistic big buses comparing with houses, if i rember well. cos i havent play without newgrfs for long time :)
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Re: [OTTD] Toch's Screenshots

Post by michael blunck »

Toch wrote:[...] about scale topic, i thing it is general (O)TTD problem, even in original grafic, were unrealistic big buses comparing with houses, if i rember well.
Yes, indeed TTD lacks a unique scaling. Nevertheless, something like this:
sheds.png
sheds.png (23.95 KiB) Viewed 4423 times
may be easily avoided (by the graphics´ artists): just make the big sheds somewhat smaller and the small sheds somewhat bigger. Especially the latter could be easily achieved by simply increasing the mine´s area and make bigger sheds. Now, you could easily push the small mine sheds through the door of the big shed, hehe. 8)

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